3,204 research outputs found
Overview of crowd simulation in computer graphics
High-powered technology use computer graphics in education, entertainment, games, simulation, and virtual heritage applications has led it to become an important area of research. In simulation, according to Tecchia et al. (2002), it is important to create an interactive, complex, and realistic virtual world so that the user can have an immersive experience during navigation through the world. As the size and complexity of the environments in the virtual world increased, it becomes more necessary to populate them with peoples, and this is the reason why rendering the crowd in real-time is very crucial. Generally, crowd simulation consists of three important areas. They are realism of behavioral (Thompson and Marchant 1995), high-quality visualization (Dobbyn et al. 2005) and convergence of both areas. Realism of behavioral is mainly used for simple 2D visualizations because most of the attentions are concentrated on simulating the behaviors of the group. High quality visualization is regularly used for movie productions and computer games. It gives intention on producing more convincing visual rather than realism of behaviors. The convergences of both areas are mainly used for application like training systems. In order to make the training system more effective, the element of valid replication of the behaviors and high-quality visualization is added
An emergent wall following behaviour to escape local minima for swarms of agents
Natural examples of emergent behaviour, in groups due to interactions among the group's individuals, are numerous. Our aim, in this paper, is to use complex emergent behaviour among agents that interact via pair-wise attractive and repulsive potentials, to solve the local minima problem in the artificial potential based navigation method. We present a modified potential field based path planning algorithm, which uses agent internal states and swarm emergent behaviour to enhance group performance. The algorithm is used successfully to solve a reactive path-planning problem that cannot be solved using conventional static potential fields due to local minima formation. Simulation results demonstrate the ability of a swarm of agents to perform problem solving using the dynamic internal states of the agents along with emergent behaviour of the entire group
Wall following to escape local minima for swarms of agents using internal states and emergent behaviour
Natural examples of emergent behaviour, in groups due to interactions among the group's individuals, are numerous. Our aim, in this paper, is to use complex emergent behaviour among agents that interact via pair-wise attractive and repulsive potentials, to solve the local minima problem in the artificial potential based navigation method. We present a modified potential field based path planning algorithm, which uses agent internal states and swarm emergent behaviour to enhance group performance. The algorithm is used successfully to solve a reactive path-planning problem that cannot be solved using conventional static potential fields due to local minima formation. Simulation results demonstrate the ability of a swarm of agents to perform problem solving using the dynamic internal states of the agents along with emergent behaviour of the entire group
Solving the potential field local minimum problem using internal agent states
We propose a new, extended artificial potential field method, which uses dynamic internal agent states. The internal states are modelled as a dynamical system of coupled first order differential equations that manipulate the potential field in which the agent is situated. The internal state dynamics are forced by the interaction of the agent with the external environment. Local equilibria in the potential field are then manipulated by the internal states and transformed from stable equilibria to unstable equilibria, allowiong escape from local minima in the potential field. This new methodology successfully solves reactive path planning problems, such as a complex maze with multiple local minima, which cannot be solved using conventional static potential fields
A Decentralized Mobile Computing Network for Multi-Robot Systems Operations
Collective animal behaviors are paradigmatic examples of fully decentralized
operations involving complex collective computations such as collective turns
in flocks of birds or collective harvesting by ants. These systems offer a
unique source of inspiration for the development of fault-tolerant and
self-healing multi-robot systems capable of operating in dynamic environments.
Specifically, swarm robotics emerged and is significantly growing on these
premises. However, to date, most swarm robotics systems reported in the
literature involve basic computational tasks---averages and other algebraic
operations. In this paper, we introduce a novel Collective computing framework
based on the swarming paradigm, which exhibits the key innate features of
swarms: robustness, scalability and flexibility. Unlike Edge computing, the
proposed Collective computing framework is truly decentralized and does not
require user intervention or additional servers to sustain its operations. This
Collective computing framework is applied to the complex task of collective
mapping, in which multiple robots aim at cooperatively map a large area. Our
results confirm the effectiveness of the cooperative strategy, its robustness
to the loss of multiple units, as well as its scalability. Furthermore, the
topology of the interconnecting network is found to greatly influence the
performance of the collective action.Comment: Accepted for Publication in Proc. 9th IEEE Annual Ubiquitous
Computing, Electronics & Mobile Communication Conferenc
Path Planning for Shepherding a Swarm in a Cluttered Environment using Differential Evolution
Shepherding involves herding a swarm of agents (\emph{sheep}) by another a
control agent (\emph{sheepdog}) towards a goal. Multiple approaches have been
documented in the literature to model this behaviour. In this paper, we present
a modification to a well-known shepherding approach, and show, via simulation,
that this modification improves shepherding efficacy. We then argue that given
complexity arising from obstacles laden environments, path planning approaches
could further enhance this model. To validate this hypothesis, we present a
2-stage evolutionary-based path planning algorithm for shepherding a swarm of
agents in 2D environments. In the first stage, the algorithm attempts to find
the best path for the sheepdog to move from its initial location to a strategic
driving location behind the sheep. In the second stage, it calculates and
optimises a path for the sheep. It does so by using \emph{way points} on that
path as the sequential sub-goals for the sheepdog to aim towards. The proposed
algorithm is evaluated in obstacle laden environments via simulation with
further improvements achieved
Biomimetic Algorithms for Coordinated Motion: Theory and Implementation
Drawing inspiration from flight behavior in biological settings (e.g.
territorial battles in dragonflies, and flocking in starlings), this paper
demonstrates two strategies for coverage and flocking. Using earlier
theoretical studies on mutual motion camouflage, an appropriate steering
control law for area coverage has been implemented in a laboratory test-bed
equipped with wheeled mobile robots and a Vicon high speed motion capture
system. The same test-bed is also used to demonstrate another strategy (based
on local information), termed topological velocity alignment, which serves to
make agents move in the same direction. The present work illustrates the
applicability of biological inspiration in the design of multi-agent robotic
collectives
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